Pages

Thursday, 10 January 2013

Caledonian practice games at the club..with PICS! Whoot!

Well, it's only a week away now so it was clearly time to get some practice in.. To be honest I don't need the practice with the army, more its application against other forces. This will be my second Caledonian Uprising tournament, and in fact my second with Necrons.

that's right, Ven has actually played an army solidly for OVER a full calendar year! (Apart from winning a sixth ed tournament with space wolves, but we'll skip over that..as just 6 games in a year)

It's pretty crazy to think that a guy with mad levels of army-ADD has actually stayed focused.. But we can all see why, the army looks great on the tabletop and is uber-effective across a multitude of builds. Seriously, what more could you want?

Last night at the club I got in 3 games with my crons vs 3 separate opponents with three distinct armies.
I played demons, space marines and blood angels with SM allies.

Some shots.. No full bat reps, but some comments to accompany...

First shot shows the deep strike defence I have developed versus demons. In this case, due to terrain, I was able to use the centre of the board I as was going first and had some impassible terrain in front of me to act as a shield - generally, I will use a board edge and a short edge to shield my army, then use the multi wound, 3++ save of the 10 wraiths to shield the army. Versus mass flamer demons, I like to have all my forces on the board, bar the fliers, from the word go. I leave distinct distances in between my units so that the flamers can only spray wraiths and perhaps a warrior or two, this minimises the benefit of a dangerous, daring deep strike.. This either keeps my boys safe from having the drop on them, or it results in a couple of wraiths going down and then all the guns are on the table to shred the flamers.

I've been playing a considerable amount versus Demons and I feel like I am ready for them..

We then see some action of ba/sm, here I had to play a strategic game, playing close attention to the positioning of units in the current turn and in future turns and to coax the sm/ba to where I wanted them to be, thereby mitigating the impact of the 4 strong Hyperios missile launcher and the quad gun. I had no wish for my fliers to die. I used my speed to lure in Meph and the large assault termies, whilst engaging units on an individual level applying my whole force.

Vs the dual land raider, dual ass termies, lucious podding ironclad marines, I used wraiths to aggressively stall the land raiders, blocking exits and killed the other units piecemeal. The termies of course got out eventually and wrecked face, I had all four fliers in reserve for three turns, the final shot shows go the game went when I actually had a full army on the board... Fuck I love rolling sixes... ;)

Well, that's another week at the club done. I'll get some more games in vs Bringer of Death and his Demons on Monday, I may try and play with Space Marines to gain a more developed sense of strengths and weaknesses of the current popular builds.. there are a fair few of them at Cally.. But Crons are the big one.. some 19 out of 91 players are Necrons...including me.. good job I know them well..

Other crons that are focused more heavily on av13... The mass flamer/screamer demon build is nasty.. But not too bad without fateweaver in play too. I'm not too keen on certain space marine builds either..

I play Wolves with GK (but moving to SW+IG this year), and while I'm finding I can comfortably fit in a decent amount of mid strength shots, dealing with AV13+ at range reliably is tricky. Up close and personal might be the trick, but getting past the wraiths might be hard!

A lot of lists I'm seeing for tournaments online have at least one capable combat unit (wraiths, blob with axes, thunderlord and friends, etc.). Do you think a dedicated close combat unit is a requirement in 6th?